Stalcraft Build Calculator
Assemble a loadout from armor, a container, artifacts, buffs and grenades, and see every summed stat together with effective HP, healing, combined speed and effective stability.
Equipment
Slots0 / 0
Artifact Details
Select an artifact to configure
Buffs & Consumables
- EnhancementEnhancementNo Buff Active
Click to select a Enhancement buff
- Short-Term BoostShort-Term BoostNo Buff Active
Click to select a Short-Term Boost buff
- MobilityMobilityNo Buff Active
Click to select a Mobility buff
- ProtectionProtectionNo Buff Active
Click to select a Protection buff
- HealingHealingNo Buff Active
Click to select a Healing buff
- ModuleModuleNo Buff Active
Click to select a Module buff
Grenades
- Damage
- Poisoning
- Healing
Final Stats
1 of 1 stats
Calculator Defaults
How the Build Calculator works
The Build Calculator adds up the stats of a loadout you assemble by hand: armor, container, artifacts, buffs and grenades. From the totals it derives four summary values: EHP, healing, combined speed and effective stability. Nothing is searched or simulated. Every number is a direct calculation, and each stat row lists the items it comes from.
How to use it
- Choose an Armor System and set its level (+0 to +15), then choose a Container. The container sets how many artifact slots you get, how strongly artifacts work (effectiveness) and how much of their harmful accumulation it blocks (inner protection).
- Fill the slots. For each artifact set Rarity (0–175%, or a rarity preset), Level (+0 to +15) and which Additional Stats are active. Calculator Defaults sets the level and rarity for artifacts you add next.
- Add Buffs & Consumables and Grenades if you want them counted.
- Read Final Stats: the four summary values, then every summed stat. Harmful accumulation above its limit is highlighted.
- Compare: swap or copy artifacts, change rarity and level, or use Best Upgrade. Save the build to your account, or share it as a link that needs no account.
How artifact values are scaled
maximum value × (rarity ÷ 100) × (1 + 0.3 × level ÷ 15) × container effectiveness
Rarity
A beneficial stat scales linearly with rarity: 100% gives the listed maximum and 175% gives 1.75 times that value.
Level
Each level adds 2% of the value, so +15 gives +30%.
Container effectiveness
Multiplies an artifact's beneficial values, including reductions of burning and bleeding accumulation. It does not change downsides, or reductions of radiation, thermal, biological, psy or frost accumulation.
Downsides
Downsides do not grow with rarity the way upsides do. Up to 100% a downside rises with rarity. Above that, within each rarity tier (starting at 101, 116, 131, 146, 161%), it goes from its smallest value at the first roll of the tier to its largest at the top. The rarity presets sit at the top of their tier.
Additional stats
One additional stat becomes active every 5 levels, so up to 3 at +15. The Rubik artifact gets one more.
Inner protection
When the artifacts' combined radiation, thermal, biological or psy accumulation is positive, the container removes its inner-protection percentage of it. This appears as its own source line. Frost is not reduced. The limit is 10 for each of these and 0 for frost. Values are in the game's units. The frost total includes the natural removal of -20, so the items can add up to 20, the frost threshold the game shows on containers.
Effective health (EHP)
EHP = 100 × (1 + bullet resistance ÷ 100) × (1 + vitality ÷ 100)
Bullet resistance and vitality are the summed stats in Final Stats. EHP is the amount of bullet damage, before armor penetration, that a build with 100 health can take. Each point of bullet resistance adds the same amount; there is no diminishing curve.
This is the calculator's survivability model, not an official game value. It uses bullet resistance only. Other protections are listed in the stats but are not part of EHP. If the build sets itself on fire, its Reaction to Burn stat is added to vitality.
Healing
Healing is shown as a percentage per second, the unit of the healing stats it adds up. Its breakdown shows two values.
periodic healing × (1 + healing effectiveness ÷ 100) + (2.5 + regeneration) × 20%
Periodic healing is the healing stat from artifacts and buffs. Healing effectiveness multiplies only that part. Regeneration starts from a base of 2.5 and counts at 20%, because the calculator assumes you are in combat. Potential Healing ignores status effects.
Actual Healing (the Healing value)
Potential Healing after the effects your own build causes. Harmful accumulation, net of its natural removal (shown as Default), builds up for the Buildup Duration (5 s by default, 0 turns this off). Burning lowers healing effectiveness by 65 and regeneration by 5, and drains 2% per second, reduced by fire resistance. Bleeding, toxic and frost levels lower healing effectiveness and regeneration further. Grenade damage over time is subtracted.
Flat HP/s
Actual Healing × EHP ÷ 100. It expresses healing in the same units as EHP, so the same healing percentage is worth more on a build with more bullet resistance and vitality.
Why two builds with similar EHP heal differently
- Healing effectiveness multiplies periodic healing only. Without a periodic healing source it does nothing.
- Regeneration counts at only 20%, so a large regeneration bonus adds less than the same amount of periodic healing.
- Artifacts that make you burn, bleed or freeze cut healing effectiveness and regeneration, and burning also drains health.
- Flat HP/s scales with EHP, so a tankier build gets more out of the same healing percentage.
Status effect penalties used by the calculator
Penalty to healing effectiveness and regeneration at each level. The level comes from the accumulation built up over the Buildup Duration.
| Effect | Level | Healing effectiveness | Regeneration |
|---|---|---|---|
| Bleeding | 1 | -30 | -2.5 |
| Bleeding | 2 | -80 | -20 |
| Bleeding | 3 | -130 | -30 |
| Bleeding | 4 | -180 | -40 |
| Toxic | 1 | -25 | -2.5 |
| Toxic | 2 | -50 | -5 |
| Toxic | 3 | -75 | -10 |
| Toxic | 4 | -150 | -25 |
| Frost | 1 | 0 | 0 |
| Frost | 2 | -20 | -10 |
| Frost | 3 | -30 | -15 |
| Frost | 4 | -60 | -20 |
| Frost | 5 | -80 | -25 |
Speed and stability
Combined Speed
Movement speed + sprint speed, both in %, added together. The breakdown shows each part. No cap, weight penalty or frost slowdown is applied.
Effective Stability
(1 − 100 ÷ (100 + L) × (1 − S ÷ 100)) × 100
L is laceration protection and S is stability, capped at 100. Laceration protection leaves 100 ÷ (100 + L) of the effect, and stability removes S% of what is left. Effective Stability is the combined share removed. This is the calculator's model.
Best Upgrade tries raising each artifact to the next rarity preset without changing its level, and highlights the slot that gains the most EHP, healing or speed.
What the calculator does not model
- No weapons, plates or incoming damage. Use the TTK Calculator to see how fast a build dies to a specific weapon.
- EHP uses bullet resistance and vitality only. It does not include armor penetration or other damage types.
- Only bullet resistance scales with armor level, using the armor's upgrade data, or +42.6% of the base value at +15 when that data is missing. Other armor stats use their base values.
- Status effects come only from the build's own accumulation. Effects applied by enemies are not modelled.
- Actual Healing subtracts burning and grenade damage. It does not subtract the health lost to bleeding, toxic or frost; those only lower healing effectiveness and regeneration.
- Healing items used during a fight are not modelled. Only healing stats count, such as those from artifacts and buffs.
- Combined Speed has no cap, carry-weight penalty or frost slowdown.
- Values come from the site's current item data. If a game update changes an item in a saved build, the calculator recalculates it and shows a warning.